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Long compiling of scene when using VrayDisplacementMod and PhoenixOceanTex


samueleeckhaut
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I have long compiling time when I'm using a simple plane with a VrayDisplacementMod on it and a PhoenixFDoceanTexas displacement-texture (tangent mode).

The compiling takes about 1min30sec for every frame (because the animation of displacement with the PhoenixFDoceanTex).

 

- Is there any method to use and calculate only the surface the camera can see (like you have the option in iToo soft with vegetation)?

- Or maybe other idea's to cut this time to it's minimum?

 

PC stats:

- double Xeon E52680 V4 2.4GHz

- 64GB Ram

- Windows 10

 

OceanSceneRender.jpg

PhoenixFDoceanTex.jpg

VrayDisplaceMod.jpg

OceanScene.jpg

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  • 2 weeks later...
  • 2 weeks later...

Hi Chris and Casey,

 

Thank you both for your replies.

I questioned this issue also to Chaos Group and they answered me with the following:

- keep size of the plane used for water surface as small as possible.

=> With high camera angles, I needed a bigger plane in this case;

 

- Put a lot of segments on the plane like 1000x1000.

=> Like you said, Chris, you need indeed more segments. I thought that because VrayDisplacementMod did the displacement by itself, you don't needed more segments. But I understand know that this helps when you use "view-dependent" also :);

 

- Increasing edge lenght

=> Depense how close you are to the waterplane;

 

- When using 32bit Displacement like PhoenixFDOceanTex set shift to 0.

=> I had mine on -0.5;

 

It reduced the compiling time 66% and also the frame rendering was reduced.

 

About the 2D diffuse mapping: Chaos Group recommended the 3D mapping:

"It requires that the object have valid UV coordinates. You cannot use this method for 3D procedural textures or other textures that use object or world coordinates."

-

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